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that debate has been had hundreds of times and wont happen. this is a fair alternative.Shoe555 wrote:I am in favor of getting rid of deferred troops all together. Let’s put it to vote, and see what everyone says about it.

It’s better than nothing.iAmCaffeine wrote:that debate has been had hundreds of times and wont happen. this is a fair alternative.Shoe555 wrote:I am in favor of getting rid of deferred troops all together. Let’s put it to vote, and see what everyone says about it.
Please explain how that was an advantage to miss a turn rather than play in your example.detlef wrote:This would avoid that. The deferred troops would, in fact, be passive as every color on the opposing team would be able to react to the deployment before they could be used. In truth, we should limit every way that a person can use a missed turn to their advantage and this is just one, very logical, way. It's more than generous that you at least don't lose your deployment if you miss, but that should be it.
1) you know one player miss a turn and will get deferred next time he plays.The deferred troops would, in fact, be passive as every color on the opposing team would be able to react to the deployment before they could be used.
No, it didn't happen to me in a game. Please don't dismiss my suggestion based on an unfounded assumption. Some people in my clan were discussing a game and the thought came to me. And, before you make another convenient assumption, I don't even think it was a clan game. Just a game some clanmates were in. So it didn't affect me in the slightest. In fact, if you want to make a really deep dive. It benefits me when my clanmates lose non clan games because their rating goes down so my teammates rating is lower in games I play with them so I benefit. So it is through a selfless desire to make the world a better place at my own cost that I bring this up.Donelladan wrote:Please explain how that was an advantage to miss a turn rather than play in your example.detlef wrote:This would avoid that. The deferred troops would, in fact, be passive as every color on the opposing team would be able to react to the deployment before they could be used. In truth, we should limit every way that a person can use a missed turn to their advantage and this is just one, very logical, way. It's more than generous that you at least don't lose your deployment if you miss, but that should be it.
1) you know one player miss a turn and will get deferred next time he plays.The deferred troops would, in fact, be passive as every color on the opposing team would be able to react to the deployment before they could be used.
You know that as soon as that player miss, so you've got plenty of time to anticipate the deferred troops.
2) After the player placed the deferred troops, you still have one player of your team playing to anticipate.
3) in 1vs1 game, you deploy you deferred and get to play them right after. That's not really much of a difference with a team game. It's actually already worse in a team game, because you are missing those troops for a longer time than in 1vs1 already.
What caused this suggestion :
You're losing or lost a game in which your opponent missed a turn.
Therefore you're wrongly assuming you are losing the game because your opponent missed a turn and was able to use deferred troops to get an advantage.
Reality is, you would have lose that game regardless of the miss turn. Had your opponent played instead of miss, you'd probably have lose the game faster.
I've seen this suggestion or similar happen many times. It's always after losing a game when a player missed a turn.
Missing a turn doesn't, except extremely rare case, give you an advantage.


I said extremely rare case, it require a very specific combination of settings and map.You said it yourself above. As fishy said, she's seen times when she suspected this.
I happen to have been in the situation that one of my partner miss quite often ( way too often for my taste for sure ).So, let me ask you something, especially given several people have spoken in favor of it. What's wrong with the idea? I won't dare to assume that you've benefitted from this rule before, because that would be rude.
Ok so this is actually quite a different situation.Shoe555 wrote:Here is a game that I think was suspicious. Red ended up with 7 spoils and took over green territories on the other side of the map. Game 21955512
OkayDonelladan wrote:Ok so this is actually quite a different situation.Shoe555 wrote:Here is a game that I think was suspicious. Red ended up with 7 spoils and took over green territories on the other side of the map. Game 21955512
In the game you linked, no deferred troops were awarded, because the player missed 3 turns and was kicked out.
When a teammate is kicked out, there is no deferred troops. On the other hand first player of the team get all regions and cards of the player that has been kicked out.
We could go discuss whether getting cards & regions of kicked out player is appropriate, and could be an advantage or not, but I think it should be done in another topic, since this suggestion is about deferred troops, and forcing deferred troops to be deployed on the player who miss the turn in case of a team/poly game.

Actually in one case I'm certain of it, as they openly joked about it in game chat. We considered reporting it. However, as the game progressed they made several poor moves and ended up losing the game in spite of having used the deferred troop advantage. Does this happen often, I have no idea. Perhaps noe, but I know in that one case it did happen.Donelladan wrote:And I am also convinced fishy was wrong about his her suspicion.
But Donelladan said it didn't happen, so it didn't happen. What do YOU know about games you've been in? Don't be silly.fishydance wrote:Actually in one case I'm certain of it, as they openly joked about it in game chat. We considered reporting it. However, as the game progressed they made several poor moves and ended up losing the game in spite of having used the deferred troop advantage. Does this happen often, I have no idea. Perhaps note, but I know in that one case it did happen.Donelladan wrote:And I am also convinced fishy was wrong about his her suspicion.


What was I thinking?detlef wrote: But Donelladan said it didn't happen, so it didn't happen. What do YOU know about games you've been in? Don't be silly.
Ok, gloves off…Donelladan wrote:I said extremely rare case, it require a very specific combination of settings and map.You said it yourself above. As fishy said, she's seen times when she suspected this.
I am 100% convinced it wasn't the case in the game of your clan-mate. And I am also convinced fishy was wrong about his suspicion.
Even if it can be useful in rare case, I've never seen such a case actually being brought forward in the forum.
But I've seen dozens of people complaining about deferred troops giving an advantage to their opponent while it wasn't the case at all.
I happen to have been in the situation that one of my partner miss quite often ( way too often for my taste for sure ).So, let me ask you something, especially given several people have spoken in favor of it. What's wrong with the idea? I won't dare to assume that you've benefitted from this rule before, because that would be rude.
And no I've never ever get any advantage from this rule, it's always been annoying and often killing the game that my partner miss.
So knowing how hard it is to win a game while having a partner missing a turn, I don't want it to become even more difficult.
Btw, in clan game, when a miss turn is intentional, you can get a game being replayed, because intentionally missing a turn is forbidden in clan game.
It happened ( in one rare case where missing a turn can be intentional was brought forward -> but this had nothing to do with deferred troops).
So there is no need to make things worse as far as clan game as concerned.
And for regular games, if you'd find someone missing turn intentionally to get an advantage and using this tactic across many games, you'd have a case for a C&A report and get this forbidden Also happened before, even though it's a very very old case ( and also had nothing to do with deferred troops) . IMHO there hasn't been any new C&A case about this because it just doesn't happen. Because missing turn almost never ever give you an advantage, that's one no one does that regularly or use it as a tactic.


.in 1vs1 game, you deploy you deferred and get to play them right after. That's not really much of a difference with a team game. It's actually already worse in a team game, because you are missing those troops for a longer time than in 1vs1 already
I don't think I made a false argument, that's why I am not going to acknowledge it.You make a false argument, then, when called on it, you don’t have the decency to acknowledge
Pardon me, but I've only seen opinion/statements here given by people on your side, no facts.[...] who are willing to confuse opinion as fact when it suits their agenda.
It only sounds bloody awful if it's something that actually happen.Now you’re saying the best way to handle this is to accuse (and prove) that someone missed a turn on purpose?! Like that’s actually going to happen. Seriously, “I was waiting for my partners to help me decide on my move and fell asleep.” Case closed. How do you prove that didn’t happen? Regardless of how well it turned out for the offending team. So, that’s your solution? Because you have a shitty partner who misses too many turns? To litigate each and every instance where someone feels someone else took advantage of the current missed turn rules? That sounds bloody awful.
Me liking or disliking your suggestion will probably have close to 0 impact on whether this solution gets implemented or not. Just fyi. So don't you worry about it, could still unfortunately happen. But, indeed, very very few suggestions ever get implemented.I was warned. Warned that the suggestion forum is where suggestions go to die. Then Caff chimed in, and groovy chimed in, and fishy chimed in. And I was naive enough to think that this might actually happen. Then… “Silly man, we are merely here to smell our own farts and further our agendas based on bullshit “logic”, boldly inaccurate assumptions, and over-inflated egos. Please move along. There is nothing to see here.”
i think the reason i like the idea is because, as detlef described, you are given a # of deferred troops with 2 key points:Donelladan wrote:@Caff, my main issue with the idea, is that I disagree with the primary argument behind it : that missing a turn in order to get deferred troops can be a strategy.
And also, as I said, I don't want missing a turn to be even more painful, I think it is already bad enough when someone miss.

The problem with that reasoning, is that if they deployed those troops on that same clanmate in the turn they missed, those troops would have caused the same damage.iAmCaffeine wrote:i think the reason i like the idea is because, as detlef described, you are given a # of deferred troops with 2 key points:Donelladan wrote:@Caff, my main issue with the idea, is that I disagree with the primary argument behind it : that missing a turn in order to get deferred troops can be a strategy.
And also, as I said, I don't want missing a turn to be even more painful, I think it is already bad enough when someone miss.
but when we get into quads for example. you can use those deferred troops for more than just a deployment. put them onto the next colour and they could cause some damage.
- you cannot use them that turn except deploying
- you only get what you were due that turn, not the turn you missed
i think this goes against what the entire idea of deferred troops is meant to achieve.
hopefully this makes sense.
In a quad game, you can't use those troops to attack during your turn. So it's still the correct behaviour imobut when we get into quads for example. you can use those deferred troops for more than just a deployment. put them onto the next colour and they could cause some damage.
no i'm notDonelladan wrote: I think both understanding of the deferred troops make sense.
good pointDonelladan wrote:But thinking of a team game, forcing the player to deploy on a region that he own, it is making an extra punishment for the miss turn, and that's a rule that doesn't exist in the first place : never are you forced to deploy on a specific color.
that's why i think it's a good suggestion. because i think it serves the intended purpose better.Donelladan wrote:Had this suggestion been the rule in place since I start playing maybe I'll be thinking the other way around..
